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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTGameReplicationInfo extends GameReplicationInfo config(Game) native; /** If set, players are all on one team vs bots - made an int for replication compatibility */ var int IsPlayersVsBots; /** The settings scene that the client should load when clicking on the 'Mod Settings' button in the mid game settings menu */ /** NOTE: This is replicated, instead of being retrieved clientside, so that clients can't change the loaded scene through .ini editing */ var string ModClientSettingsScene; // New vote timer variables for round based voting, which are used because 'MapVoteTimeRemaining' can only be reliably set once. // MapVoteTimeRemaining's value is counted down clientside, taking it out of sync with the server; so if the server sets it to 15 // seconds for the first round and sets it to 15 seconds again for the second round, then it wont replicate the second time due to // 'MapVoteTimeRemaining' already being at 15 on the server var repnotify int VoteRoundTimeRemaining; var repnotify int VoteRoundTimeModified; var float WeaponBerserk; var int MinNetPlayers; var int BotDifficulty; // for bPlayersVsBots var bool bWarmupRound; // Amount of Warmup Time Remaining /** forces other players to be viewed on this machine with the default character */ var globalconfig bool bForceDefaultCharacter; /** forces custom characters to always load, even after the match has started */ var globalconfig bool bAlwaysLoadCustomCharacters; /** whether we have processed all the custom characters for players that were initially in the game (clientside flag) */ var bool bProcessedInitialCharacters; /** Array of local players that have not been processed yet. */ var array<PlayerController> LocalPCsLeftToProcess; /** Total number of players set to be processed so far. */ var int TotalPlayersSetToProcess; /** We hold a reference to the live scoreboard to adapt for split screen */ var UTUIScene_Scoreboard ScoreboardScene; var float StartCreateCharTime; struct native CreateCharStatus { var CustomCharMergeState MergeState; var UTCharFamilyAssetStore AssetStore; var UTCharFamilyAssetStore ArmAssetStore; var UTPlayerReplicationInfo PRI; var float StartMergeTime; var bool bOtherTeamSkin; var bool bNeedsArms; var bool bForceFallbackArms; }; var array<CreateCharStatus> CharStatus; var string SinglePlayerBotNames[4]; enum EFlagState { FLAG_Home, FLAG_HeldFriendly, FLAG_HeldEnemy, FLAG_Down, }; var EFlagState FlagState[2]; /** If this is set, the game is running in story mode */ var bool bStoryMode; /** Holds the Mission index of the current mission */ var int SinglePlayerMissionID; /** whether the server is a console so we need to make adjustments to sync up */ var bool bConsoleServer; /** Which input types are allowed for this game **/ var bool bAllowKeyboardAndMouse; /** set by level Kismet to disable announcements during tutorials/cinematics/etc */ var bool bAnnouncementsDisabled; /** Whether or not heroes are allowed in the game */ var bool bHeroesAllowed; var repnotify bool bShowMOTD; var databinding string MutatorList; var databinding string RulesString; /** ********** Map Voting ********** */ var int MapVoteTimeRemaining; // Clientside only var int VoteRoundTimeCounter; /** weapon overlays that are available in this map - figured out in PostBeginPlay() from UTPowerupPickupFactories in the level * each entry in the array represents a bit in UTPawn's WeaponOverlayFlags property * @see UTWeapon::SetWeaponOverlayFlags() for how this is used */ var array<MaterialInterface> WeaponOverlays; /** vehicle weapon effects available in this map - works exactly like WeaponOverlays, except these are meshes * that get attached to the vehicle mesh when the corresponding bit is set on the driver's WeaponOverlayFlags */ struct native MeshEffect { /** mesh for the effect */ var StaticMesh Mesh; /** material for the effect */ var MaterialInterface Material; }; var array<MeshEffect> VehicleWeaponEffects; //=================================================================== /* These are client-side variables that hold references to the mid game menu. We store them here so that split-screen doesn't double up */ //=================================================================== /** Holds the current Mid Game Menu Scene */ var UTUIScene_MidGameMenu CurrentMidGameMenu; var name LastUsedMidgameTab; var bool bShowMenuOnDeath; var bool bRequireReady; replication { if (bNetInitial) WeaponBerserk, MinNetPlayers, BotDifficulty, bStoryMode, IsPlayersVsBots, bConsoleServer, bShowMOTD, MutatorList, RulesString, bRequireReady, ModClientSettingsScene; if (bNetDirty) bWarmupRound, FlagState, MapVoteTimeRemaining, bAnnouncementsDisabled, bAllowKeyboardAndMouse, VoteRoundTimeRemaining, VoteRoundTimeModified; } simulated function PostBeginPlay() { local UTPowerupPickupFactory Powerup; local Sequence GameSequence; local array<SequenceObject> AllFactoryActions; local SeqAct_ActorFactory FactoryAction; local UTActorFactoryPickup Factory; local int i; local UTGameUISceneClient SC; Super.PostBeginPlay(); if (WorldInfo.NetMode != NM_DedicatedServer) { SetTimer(1.0, false, 'StartProcessingCharacterData'); } // using DynamicActors here so the overlays don't break if the LD didn't build paths foreach DynamicActors(class'UTPowerupPickupFactory', Powerup) { Powerup.AddWeaponOverlay(self); } // also check if any Kismet actor factories spawn powerups GameSequence = WorldInfo.GetGameSequence(); if (GameSequence != None) { GameSequence.FindSeqObjectsByClass(class'SeqAct_ActorFactory', true, AllFactoryActions); for (i = 0; i < AllFactoryActions.length; i++) { FactoryAction = SeqAct_ActorFactory(AllFactoryActions[i]); Factory = UTActorFactoryPickup(FactoryAction.Factory); if (Factory != None && ClassIsChildOf(Factory.InventoryClass, class'UTInventory')) { class<UTInventory>(Factory.InventoryClass).static.AddWeaponOverlay(self); } } } // Look for a mid game menu and if it's there fix it up SC = UTGameUISceneClient(class'UIRoot'.static.GetSceneClient()); if (SC != none ) { CurrentMidGameMenu = UTUIScene_MidGameMenu(SC.FindSceneByTag('MidGameMenu')); if ( CurrentMidGameMenu != none ) { CurrentMidGameMenu.Reset(); } } } simulated function AddPRI(PlayerReplicationInfo PRI) { local UTPlayerReplicationInfo UTPRI; Super.AddPRI(PRI); // increment constructed character count if this PRI already has a mesh UTPRI = UTPlayerReplicationInfo(PRI); if (UTPRI != None && UTPRI.CharacterMesh != None) { TotalPlayersSetToProcess++; } } simulated event Destroyed() { Super.Destroyed(); // throw away any character data we didn't finish //@FIXME: this means that if the server finishes loading the destination level in a seamless travel // before we finish character creation, those characters don't get finished // because the server will wipe out the GRI/PRI/etc from under us // unfortunately, there's not a reasonable workaround - we can add delays in places but that doesn't guarantee anything // in retrospect, we probably should have taken the data we needed out of the RIs and used a separate object if (IsTimerActive('TickCharacterMeshCreation')) { SendCharacterProcessingNotification(false); // sanity check to make sure we don't get stuck waiting if (WorldInfo.IsInSeamlessTravel()) { WorldInfo.SetSeamlessTravelMidpointPause(false); } } } simulated function ReplicatedEvent(name VarName) { if ( VarName == 'bShowMOTD' ) { DisplayMOTD(); } else if (VarName == 'VoteRoundTimeRemaining' || VarName == 'VoteRoundTimeModified') { VoteRoundTimeCounter = VoteRoundTimeRemaining; } else { Super.ReplicatedEvent(VarName); } } function SetVoteRoundTimeRemaining(int NewValue) { // 'VoteRoundTimeRemaining' wont replicate if it's set to its current value, so use 'VoteRoundTimeModified' to trigger a reset clientside if (VoteRoundTimeRemaining == NewValue) ++VoteRoundTimeModified; else VoteRoundTimeRemaining = NewValue; if (WorldInfo.NetMode != NM_DedicatedServer) VoteRoundTimeCounter = VoteRoundTimeRemaining; } function SetFlagHome(int TeamIndex) { FlagState[TeamIndex] = FLAG_Home; bForceNetUpdate = TRUE; } simulated function bool FlagIsHome(int TeamIndex) { return ( FlagState[TeamIndex] == FLAG_Home ); } simulated function bool FlagsAreHome() { return ( FlagState[0] == FLAG_Home && FlagState[1] == FLAG_Home ); } function SetFlagHeldFriendly(int TeamIndex) { FlagState[TeamIndex] = FLAG_HeldFriendly; } simulated function bool FlagIsHeldFriendly(int TeamIndex) { return ( FlagState[TeamIndex] == FLAG_HeldFriendly ); } function SetFlagHeldEnemy(int TeamIndex) { FlagState[TeamIndex] = FLAG_HeldEnemy; } simulated function bool FlagIsHeldEnemy(int TeamIndex) { return ( FlagState[TeamIndex] == FLAG_HeldEnemy ); } function SetFlagDown(int TeamIndex) { FlagState[TeamIndex] = FLAG_Down; } simulated function bool FlagIsDown(int TeamIndex) { return ( FlagState[TeamIndex] == FLAG_Down ); } simulated function Timer() { local byte TimerMessageIndex; local PlayerController PC; super.Timer(); if ( WorldInfo.NetMode == NM_Client ) { if ( bWarmupRound && RemainingTime > 0 ) RemainingTime--; } if (WorldInfo.NetMode != NM_DedicatedServer) { if (MapVoteTimeRemaining > 0) MapVoteTimeRemaining--; if (VoteRoundTimeCounter > 0) VoteRoundTimeCounter--; } // check if we should broadcast a time countdown message if (WorldInfo.NetMode != NM_DedicatedServer && (bMatchHasBegun || bWarmupRound) && !bStopCountDown && !bMatchIsOver && Winner == None) { switch (RemainingTime) { case 300: TimerMessageIndex = 16; break; case 180: TimerMessageIndex = 15; break; case 120: TimerMessageIndex = 14; break; case 60: TimerMessageIndex = 13; break; case 30: TimerMessageIndex = 12; break; default: if (RemainingTime <= 10 && RemainingTime > 0) { TimerMessageIndex = RemainingTime; } break; } if (TimerMessageIndex != 0) { foreach LocalPlayerControllers(class'PlayerController', PC) { PC.ReceiveLocalizedMessage(class'UTTimerMessage', TimerMessageIndex); } } } } /** @return whether we're still processing character data into meshes */ simulated function bool IsProcessingCharacterData() { // Still characters to process.. return(CharStatus.length > 0); } /** @return whether we should skip all character processing of any kind, even arms */ simulated function bool SkipAllProcessing() { // don't ever do anything in PIE or the menu level return (WorldInfo.IsPlayInEditor() || (WorldInfo.NetMode == NM_Standalone && WorldInfo.Game.Class == class'UTEntryGame')); } /** called to notify all local players when character data processing is started/stopped */ simulated function SendCharacterProcessingNotification(bool bNowProcessing) { local PlayerController PC; local UTPlayerController UTPC; local UTPlayerReplicationInfo PRI; if (!bNowProcessing && !bProcessedInitialCharacters && !SkipAllProcessing()) { // make sure local players got arms - if not, don't allow the processing to end yet foreach LocalPlayerControllers(class'PlayerController', PC) { PRI = UTPlayerReplicationInfo(PC.PlayerReplicationInfo); if (PRI != None && PRI.FirstPersonArmMesh == None) { ProcessCharacterData(PRI); bNowProcessing = true; } } } foreach LocalPlayerControllers(class'PlayerController', PC) { UTPC = UTPlayerController(PC); if (UTPC != None) { if (bNowProcessing) { if (!bProcessedInitialCharacters) { // open menu so player knows what's going on UTPC.SetPawnConstructionScene(true); } } else { UTPC.CharacterProcessingComplete(); } } } if (!bNowProcessing) { bProcessedInitialCharacters = true; SetNoStreamWorldTextureForFrames(0); if (WorldInfo.IsInSeamlessTravel()) { WorldInfo.SetSeamlessTravelMidpointPause(false); } } } simulated function StartProcessingCharacterData() { local int i; local UTPlayerReplicationInfo PRI; local PlayerController PC; local UTPlayerController UTPC; // this is so ProcessCharacterData() knows this function has been called ClearTimer('StartProcessingCharacterData'); // see if we already processed initial characters (i.e. because we did a seamless travel) foreach LocalPlayerControllers(class'UTPlayerController', UTPC) { bProcessedInitialCharacters = UTPC.bInitialProcessingComplete; if (bProcessedInitialCharacters) { break; } } if (!bProcessedInitialCharacters) { // Count how many local players there are. foreach LocalPlayerControllers(class'PlayerController', PC) { LocalPCsLeftToProcess.AddItem(PC); } // process all character data that has already been received for (i = 0; i < PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(PRIArray[i]); if (PRI != None && PRI.CharacterData.FamilyID != "" && PRI.CharacterMesh == None) { ProcessCharacterData(PRI); } } } SendCharacterProcessingNotification(IsProcessingCharacterData()); } /** Reset merging on a character. */ simulated function ResetCharMerge(int StatusIndex) { local CustomCharMergeState TempState; // Can't pass member of dynamic arrays by reference in UScript :( TempState = CharStatus[StatusIndex].MergeState; class'UTCustomChar_Data'.static.ResetCustomCharMerge(TempState); CharStatus[StatusIndex].MergeState = TempState; CharStatus[StatusIndex].AssetStore = None; CharStatus[StatusIndex].ArmAssetStore = None; CharStatus[StatusIndex].bOtherTeamSkin = false; CharStatus[StatusIndex].bNeedsArms = false; CharStatus[StatusIndex].PRI.BlueHeadMIC = none; CharStatus[StatusIndex].PRI.BlueBodyMIC = none; CharStatus[StatusIndex].PRI.RedHeadMIC = none; CharStatus[StatusIndex].PRI.RedBodyMIC = none; } /** Attempt to finish merging - returns SkeletalMesh when done. */ simulated function SkeletalMesh FinishCharMerge(int StatusIndex) { local CustomCharMergeState TempState; local SkeletalMesh NewMesh; // Can't pass member of dynamic arrays by reference in UScript :( TempState = CharStatus[StatusIndex].MergeState; NewMesh = class'UTCustomChar_Data'.static.FinishCustomCharMerge(TempState); CharStatus[StatusIndex].MergeState = TempState; return NewMesh; } /** Util to find an existing custom mesh with the same race/sex/team */ simulated function UTPlayerReplicationInfo FindExistingMeshForFamily(string FamilyID, byte TeamNum, UTPlayerReplicationInfo CurrentPRI) { local int i; local UTPlayerReplicationInfo UTPRI; // Check family, gender and team are the same - and don't allow sharing local player mesh (they can change team) // in story mode, require exact match for red team - people need to be the right meshes (or fallback is ok) for(i=0; i<PRIArray.length; i++) { UTPRI = UTPlayerReplicationInfo( PRIArray[i] ); if( UTPRI != None && UTPRI != CurrentPRI && ((bStoryMode && TeamNum == 0) ? (UTPRI.CharacterData == CurrentPRI.CharacterData) : (UTPRI.CharacterData.FamilyID == FamilyID)) && UTPRI.CharacterMesh != None && UTPRI.CharPortrait != None && UTPRI.GetTeamNum() == TeamNum && !UTPRI.IsLocalPlayerPRI() ) { return UTPRI; } } return None; } /** determines whether we should process the given player's character data into a mesh * and if so, gets that started * @note: this can be called multiple times for a given PRI if more info is received (e.g. Team) * @param PRI - the PlayerReplicationInfo that holds the data to process * @param bTeamChange - if this is the result of a team change */ simulated singular function ProcessCharacterData(UTPlayerReplicationInfo PRI, optional bool bTeamChange) { local int i, MaxCharCount; local bool bPRIAlreadyPresent, bDefaultCharParts, bLocalTeamChange; local CreateCharStatus NewCharStatus; local UTProcessedCharacterCache CharacterCache, OldestCharacterCache; local UTPlayerReplicationInfo ReplacementUTPRI; if (SkipAllProcessing()) { return; } // Do nothing if CharData is not filled in if((PRI.CharacterData.FamilyID == "" || PRI.CharacterData.FamilyID == "NONE") && !PRI.IsLocalPlayerPRI()) { return; } // see if this character is cached foreach DynamicActors(class'UTProcessedCharacterCache', CharacterCache) { if (CharacterCache.GetCachedCharacter(PRI)) { TotalPlayersSetToProcess++; return; } else if (OldestCharacterCache != None) { OldestCharacterCache = CharacterCache; } } // we need to make sure we have called StartProcessingCharacterData() before we actually do anything if (IsTimerActive('StartProcessingCharacterData')) { if (GetTimerRate('StartProcessingCharacterData') > 0.001) { SetTimer(0.001, false, 'StartProcessingCharacterData'); } return; } if(bProcessedInitialCharacters && bTeamChange && PRI.IsLocalPlayerPRI()) { if( PRI.UpdateCustomTeamSkin() ) { bLocalTeamChange = TRUE; } } // We don't allow non-local characters to be created once gameplay has begun. // also skip nonlocal spectators (spectators can join later, so build local mesh anyway so at least player sees his/her own custom mesh) if (!bAlwaysLoadCustomCharacters && ((bProcessedInitialCharacters && !WorldInfo.IsInSeamlessTravel()) || PRI.bOnlySpectator || bForceDefaultCharacter) && !PRI.IsLocalPlayerPRI()) { ReplacementUTPRI = FindExistingMeshForFamily(PRI.CharacterData.FamilyID, PRI.GetTeamNum(), PRI); if(ReplacementUTPRI != None) { PRI.SetCharacterMesh(ReplacementUTPRI.CharacterMesh, true); PRI.CharPortrait = ReplacementUTPRI.CharPortrait; } else { PRI.SetCharacterMesh(None); } return; } //If we are using the new "Always load characters", up the character count to 24 (or higher if set in .ini by user) MaxCharCount = bAlwaysLoadCustomCharacters ? Max(20, class'UTGame'.default.MaxCustomChars) : class'UTGame'.default.MaxCustomChars; // Decrement count if this is a local player. if(PRI.IsLocalPlayerPRI()) { LocalPCsLeftToProcess.RemoveItem(PlayerController(PRI.Owner)); } // If this isn't a local player, don't process it if we haven't got space. else if((TotalPlayersSetToProcess + LocalPCsLeftToProcess.length) >= MaxCharCount) { //If the character is already set to be processed let them through if (CharStatus.Find('PRI', PRI) == INDEX_NONE) { ReplacementUTPRI = FindExistingMeshForFamily(PRI.CharacterData.FamilyID, PRI.GetTeamNum(), PRI); if(ReplacementUTPRI != None) { PRI.SetCharacterMesh(ReplacementUTPRI.CharacterMesh, true); PRI.CharPortrait = ReplacementUTPRI.CharPortrait; } else { PRI.SetCharacterMesh(None); } return; } } if (!bProcessedInitialCharacters) { // make sure local players have been informed if we're running the initial processing SendCharacterProcessingNotification(true); } // remove any previous mesh and arms if(!bLocalTeamChange) { PRI.SetCharacterMesh(None); } PRI.SetFirstPersonArmInfo(None, None); // See if the parts you picked are actually the default char bDefaultCharParts = (class'UTCustomChar_Data'.static.CharDataToString(PRI.CharacterData) == "B,IRNM,A,C,NONE,NONE,B,A,A,A,A,T,T"); // First see if this PRI is already present (eg may have changed team) bPRIAlreadyPresent = false; for(i=0; i<CharStatus.Length; i++) { // It is there - reset and abandon any merge work so far. if(CharStatus[i].PRI == PRI) { //`log("PRI in use - resetting:"@PRI@PRI.PlayerName); ResetCharMerge(i); // only do arms if we've already done initial characters CharStatus[i].bNeedsArms = (bProcessedInitialCharacters && !WorldInfo.IsInSeamlessTravel() && PRI.IsLocalPlayerPRI()) || bDefaultCharParts; bPRIAlreadyPresent = true; } } // Was not there - add to end of the array if(!bPRIAlreadyPresent) { //`log("Adding PRI:"@PRI); NewCharStatus.PRI = PRI; // only do arms if we've already done initial characters NewCharStatus.bNeedsArms = (bProcessedInitialCharacters && !WorldInfo.IsInSeamlessTravel() && PRI.IsLocalPlayerPRI()); // Special case - when you actually picked the parts for the fallback mesh - just use that! Go straight to loading arms. if(!NewCharStatus.bNeedsArms && bDefaultCharParts) { NewCharStatus.bNeedsArms = TRUE; } CharStatus[CharStatus.length] = NewCharStatus; // Increment count of total players set to process (if we are not just asking for arms) if(!NewCharStatus.bNeedsArms) { TotalPlayersSetToProcess++; } // destroy oldest cached data to make sure we have enough room if (OldestCharacterCache != None) { OldestCharacterCache.Destroy(); WorldInfo.ForceGarbageCollection(); } } SetTimer(1.0 / 60.0, true, 'TickCharacterMeshCreation'); // Start the character creation timer. StartCreateCharTime = WorldInfo.RealTimeSeconds; } /** Function that disables streaming of world textures for NumFrames. */ native final function SetNoStreamWorldTextureForFrames(int NumFrames); /** called when character meshes are being processed to update it */ simulated function TickCharacterMeshCreation() { local int i, NextCharIndex; local UTCharFamilyAssetStore ActiveAssetStore; local bool bMergePending, bMergeWasPending; local SkeletalMesh NewMesh, ArmMesh; local string TeamString, LoadFamily, ArmMeshName, ArmMaterialName; local CustomCharTextureRes TexRes; local class<UTFamilyInfo> FamilyInfoClass; local MaterialInterface ArmMaterial; local CharPortraitSetup PortraitSetup; local UTPlayerReplicationInfo PRI, ReplacementUTPRI; // To speed up streaming parts - disable level streaming. SetNoStreamWorldTextureForFrames(100000); // First, clear out and reset any entries with a NULL PRI (that is, someone disconnected) for(i=CharStatus.Length-1; i>=0; i--) { if (CharStatus[i].PRI == None || CharStatus[i].PRI.bDeleteMe) { //`log("PRI NULL - Removing."); ResetCharMerge(i); CharStatus.Remove(i,1); } } // Invariant: At this point all PRI's are valid // Now look to see if one is at phase 2 (that is, streaming textures). for(i=CharStatus.Length-1; i>=0; i--) { if(CharStatus[i].MergeState.bMergeInProgress) { bMergeWasPending = true; // Should never be trying to merge without an AssetStore, or with AssetStore not finished loading. assert(CharStatus[i].AssetStore != None); assert(CharStatus[i].AssetStore.NumPendingPackages == 0); // Should only ever have one in this state at a time! assert(bMergePending == false); // Set flag to indicate there is currently a merge pending bMergePending = true; //`log("PRI Merge Pending:"@CharStatus[i].PRI); // See if we can create skeletal mesh NewMesh = FinishCharMerge(i); if(!CharStatus[i].MergeState.bMergeInProgress) { // Merge is done LogInternal("CUSTOMCHAR Complete:"@CharStatus[i].PRI@CharStatus[i].PRI.PlayerName@" (Tex stream:"@(WorldInfo.RealTimeSeconds - CharStatus[i].StartMergeTime)@"Secs)"); if (CharStatus[i].PRI.Team != None && CharStatus[i].MergeState.TeamString == "V01") { LogInternal("CUSTOMCHAR Throwing away:"@CharStatus[i].PRI.PlayerName@"should be on"@CharStatus[i].PRI.GetTeamNum() == 1 ? "BLUE" : "RED"); //Non-team character created when it should have made red/blue //Throw away and fall through and to give you the default guy NewMesh = None; } if(NewMesh != None) { // If this was a construction for the other team skin - save that if(CharStatus[i].bOtherTeamSkin) { CharStatus[i].PRI.SetOtherTeamSkin(NewMesh); } else { // Save newly created mesh into PRI. CharStatus[i].PRI.SetCharacterMesh(NewMesh); // Add an offset specific to the family. PortraitSetup = class'UTCustomChar_Data'.default.PortraitSetup; FamilyInfoClass = class'UTCustomChar_Data'.static.FindFamilyInfo(CharStatus[i].PRI.CharacterData.FamilyID); PortraitSetup.MeshOffset += FamilyInfoClass.default.PortraitExtraOffset; // Render the portrait texture. CharStatus[i].PRI.CharPortrait = class'UTCustomChar_Data'.static.MakeCharPortraitTexture (NewMesh, PortraitSetup, class'UTCustomChar_Data'.default.PortraitBackgroundMesh); } } else { CharStatus[i].PRI.SetCharacterMesh(None); } // If this is a local player, we have some extra steps - make skin for other team, and store a pointer to the first-person arm mesh. if(CharStatus[i].PRI.IsLocalPlayerPRI()) { if( WorldInfo.GetGameClass().default.bTeamGame && // Only need other team skin for team games !CharStatus[i].bOtherTeamSkin && // Make sure we didn't just try and do this (avoids infinite loop) (CharStatus[i].PRI.GetTeamNum() == 0 || CharStatus[i].PRI.GetTeamNum() == 1) && // check they are on red or blue (not spectator) (CharStatus[i].PRI.BlueHeadMIC == None || CharStatus[i].PRI.RedHeadMIC == None) ) // Are missing a skin { TeamString = CharStatus[i].PRI.GetCustomCharOtherTeamString(); LogInternal("PRI Other Merge Start:" @ CharStatus[i].PRI @ CharStatus[i].PRI.PlayerName @ "Other TeamSkin:" @ TeamString); // Choose texture res based on whether you are the local player TexRes = (CharStatus[i].PRI.IsLocalPlayerPRI()) ? CCTR_Self : CCTR_Normal; CharStatus[i].MergeState = class'UTCustomChar_Data'.static.StartCustomCharMerge(CharStatus[i].PRI.CharacterData, TeamString, None, TexRes); CharStatus[i].StartMergeTime = WorldInfo.RealTimeSeconds; CharStatus[i].bOtherTeamSkin = true; bMergePending = true; } else { CharStatus[i].bNeedsArms = true; CharStatus[i].AssetStore = None; bMergePending = false; } } else { // We are done! Remove this entry from the array. This will let the AssetStore go away next GC. CharStatus.Remove(i,1); // No merges pending any more bMergePending = false; } } // See if merge is invalid, or we have taken too long waiting for textures to stream in. else if(CharStatus[i].MergeState.bInvalidChar || (WorldInfo.RealTimeSeconds - CharStatus[i].StartMergeTime) > class'UTCustomChar_Data'.default.CustomCharTextureStreamTimeout) { LogInternal("TIMEOUT: Streaming Textures for custom char."@CharStatus[i].PRI); ResetCharMerge(i); CharStatus[i].PRI.SetCharacterMesh(None); // Even though we timed out while streaming, we still try to load the FP arm mesh. if(CharStatus[i].PRI.IsLocalPlayerPRI()) { CharStatus[i].bNeedsArms = TRUE; } else { // We are done! Remove this entry from the array. This will let the AssetStore go away next GC. CharStatus.Remove(i,1); } bMergePending = false; } } } // If no merge going, but still PRIs left to process, get the next one going if(!bMergePending && CharStatus.length > 0) { // Look to see if any are at phase 1 (that is, loading assets from disk - has an AssetStore) for(i=0; i<CharStatus.Length && !bMergePending; i++) { // This entry has an asset store if(CharStatus[i].AssetStore != None) { // Make sure it matches the PRI's character setup data assert(CharStatus[i].AssetStore.FamilyID == CharStatus[i].PRI.CharacterData.FamilyID); // If this is the first entry with a store, remember it if(ActiveAssetStore == None) { ActiveAssetStore = CharStatus[i].AssetStore; } // If not the first - make sure all AssetStores are the same. Only want one 'in flight' at a time. else { assert(CharStatus[i].AssetStore == ActiveAssetStore); } // If all assets are loaded, we can start a merge. if(CharStatus[i].AssetStore.NumPendingPackages == 0) { TeamString = CharStatus[i].PRI.GetCustomCharTeamString(); LogInternal("CUSTOMCHAR Start:" @ CharStatus[i].PRI @ CharStatus[i].PRI.PlayerName @ "TeamSkin:" @ TeamString); // Choose texture res based on whether you are the local player TexRes = (CharStatus[i].PRI.IsLocalPlayerPRI()) ? CCTR_Self : CCTR_Normal; CharStatus[i].MergeState = class'UTCustomChar_Data'.static.StartCustomCharMerge(CharStatus[i].PRI.CharacterData, TeamString, None, TexRes); CharStatus[i].StartMergeTime = WorldInfo.RealTimeSeconds; CharStatus[i].bOtherTeamSkin = false; bMergePending = true; } } // If its an arm-loading case else if(CharStatus[i].ArmAssetStore != None) { assert((CharStatus[i].ArmAssetStore.FamilyID == CharStatus[i].PRI.CharacterData.FamilyID) || CharStatus[i].bForceFallbackArms); ActiveAssetStore = CharStatus[i].ArmAssetStore; // If we've finished loading packages containing arms if(CharStatus[i].ArmAssetStore.NumPendingPackages == 0) { LoadFamily = CharStatus[i].PRI.CharacterData.FamilyID; // If we just had bogus family, use fallback arms. if(CharStatus[i].bForceFallbackArms || LoadFamily == "" || LoadFamily == "NONE") { ArmMeshName = class'UTCustomChar_Data'.default.DefaultArmMeshName; if (CharStatus[i].PRI.Team != None) { if (CharStatus[i].PRI.Team.TeamIndex == 0) { ArmMaterialName = class'UTCustomChar_Data'.default.DefaultRedArmSkinName; } else if (CharStatus[i].PRI.Team.TeamIndex == 1) { ArmMaterialName = class'UTCustomChar_Data'.default.DefaultBlueArmSkinName; } } } // We have decent family, look in info class else { FamilyInfoClass = class'UTCustomChar_Data'.static.FindFamilyInfo(CharStatus[i].PRI.CharacterData.FamilyID); ArmMeshName = FamilyInfoClass.default.ArmMeshName; if (CharStatus[i].PRI.Team != None) { if (CharStatus[i].PRI.Team.TeamIndex == 0) { ArmMaterialName = FamilyInfoClass.default.RedArmSkinName; } else if (CharStatus[i].PRI.Team.TeamIndex == 1) { ArmMaterialName = FamilyInfoClass.default.BlueArmSkinName; } } } // Find arm material by name (if we want one) if(ArmMaterialName != "") { ArmMaterial = MaterialInterface(FindObject(ArmMaterialName, class'MaterialInterface')); if(ArmMaterial == None) { LogInternal("WARNING: Could not find ArmMaterial:"@ArmMaterialName); } } // Find arm mesh by name ArmMesh = SkeletalMesh(FindObject(ArmMeshName, class'SkeletalMesh')); if(ArmMesh == None) { LogInternal("WARNING: Could not find ArmMesh:"@ArmMeshName); } // Apply mesh/material to character CharStatus[i].PRI.SetFirstPersonArmInfo(ArmMesh, ArmMaterial); // Done with this char now! Remove from array. CharStatus.Remove(i,1); i--; } } } // If none have an asset store - create one now and start getting assets loaded if(ActiveAssetStore == None) { // Force garbage collection if merge was pending and hold off kicking off more async loading for a frame so the GC can occur. if( bMergeWasPending ) { WorldInfo.ForceGarbageCollection(); } else { // Look for the next character that isn't needing arms. // We also set bNeedsArms on any chars that just need arms. NextCharIndex = INDEX_NONE; for(i=0; i<CharStatus.length; i++) { if(!CharStatus[i].bNeedsArms) { // Any characters with bogus FamilyInfo, we just want to load default arms. // This should ONLY be for local PRIs (see ). LoadFamily = CharStatus[i].PRI.CharacterData.FamilyID; if(LoadFamily == "" || LoadFamily == "NONE") { assert(CharStatus[i].PRI.IsLocalPlayerPRI()); CharStatus[i].bNeedsArms = TRUE; } else { NextCharIndex = i; break; } } } // We found a non-arms mesh (needs store for parts) if(NextCharIndex != INDEX_NONE) { LoadFamily = CharStatus[NextCharIndex].PRI.CharacterData.FamilyID; LogInternal(CharStatus[NextCharIndex].PRI.PlayerName@"CustomChar - Load Assets:"@LoadFamily); // During initial character creation, block on loading character packages if(!bProcessedInitialCharacters) { WorldInfo.bRequestedBlockOnAsyncLoading = true; } CharStatus[NextCharIndex].AssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets(LoadFamily, FALSE, FALSE); if(CharStatus[NextCharIndex].AssetStore != None) { // Look for others using the same family, and assign same asset for(i=0; i<CharStatus.length; i++) { if((i != NextCharIndex) && CharStatus[i].PRI.CharacterData.FamilyID == LoadFamily && CharStatus[i].AssetStore == None) { if (CharStatus[i].PRI.IsLocalPlayerPRI() && CharStatus[i].bNeedsArms) { //we've already been processed continue; } CharStatus[i].AssetStore = CharStatus[NextCharIndex].AssetStore; } } } else { // We failed to find any parts, remove this character from the processing set. LogInternal("Error loading parts for:"@LoadFamily@" - Aborting."); if(CharStatus[NextCharIndex].PRI.IsLocalPlayerPRI()) { CharStatus[NextCharIndex].bNeedsArms = TRUE; } else { CharStatus.Remove(NextCharIndex, 1); } } } // Arms loading case else { // Invariant : The only thing left in CharStatus now is PRIs in need of arms. LoadFamily = CharStatus[0].PRI.CharacterData.FamilyID; LogInternal(CharStatus[0].PRI.PlayerName@"CustomChar - Load Arms:"@LoadFamily); if(!bProcessedInitialCharacters) { WorldInfo.bRequestedBlockOnAsyncLoading = true; } // Try loading packages for arms CharStatus[0].ArmAssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets(LoadFamily, FALSE, TRUE); // If that failed, load the default arm package if(CharStatus[0].ArmAssetStore == None) { CharStatus[0].ArmAssetStore = class'UTCustomChar_Data'.static.LoadFamilyAssets("", FALSE, TRUE); CharStatus[0].bForceFallbackArms = TRUE; } // If we found the arm package we were looking, look for others using the same family, and assign same asset else { for(i=1; i<CharStatus.length; i++) { if(CharStatus[i].PRI.CharacterData.FamilyID == LoadFamily) { CharStatus[i].ArmAssetStore = CharStatus[NextCharIndex].ArmAssetStore; } } } } } } } // if we're done, clear the timer and tell local PCs if (!IsProcessingCharacterData()) { if (bMergeWasPending) { // do a final GC before we officially finish WorldInfo.ForceGarbageCollection(); } else { ClearTimer('TickCharacterMeshCreation'); SendCharacterProcessingNotification(false); LogInternal("Finished creating custom characters in "$(WorldInfo.RealTimeSeconds - StartCreateCharTime)$" seconds"); // see if there are any characters that we skipped that we can fill in with the newly created meshes if (!bForceDefaultCharacter) { for (i = 0; i < PRIArray.length; i++) { PRI = UTPlayerReplicationInfo(PRIArray[i]); if ( PRI != None && PRI.CharacterMesh == None && PRI.CharacterData.FamilyID != "" && PRI.CharacterData.FamilyID != "NONE" && !PRI.IsLocalPlayerPRI() ) { ReplacementUTPRI = FindExistingMeshForFamily(PRI.CharacterData.FamilyID, PRI.GetTeamNum(), PRI); if (ReplacementUTPRI != None) { PRI.SetCharacterMesh(ReplacementUTPRI.CharacterMesh, true); PRI.CharPortrait = ReplacementUTPRI.CharPortrait; } } } } } } } /** * Displays the message of the day by finding a hud and passing off the call. */ simulated function DisplayMOTD() { local PlayerController PC; local UTPlayerController UTPC; return; ForEach LocalPlayerControllers(class'PlayerController', PC) { UTPC = UTPlayerController(PC); if ( UTPC != none ) { UTHud(UTPC.MyHud).DisplayMOTD(); } break; } } simulated function PopulateMidGameMenu(UTSimpleMenu Menu) { if ( CanChangeTeam() ) { Menu.AddItem("<Strings:UTGameUI.MidGameMenu.ChangeTeam>",0); } Menu.AddItem("<Strings:UTGameUI.MidGameMenu.Settings>",1); if ( WorldInfo.NetMode == NM_Client ) { Menu.AddItem("<Strings:UTGameUI.MidGameMenu.Reconnect>",2); } Menu.AddItem("<Strings:UTGameUI.MidGameMenu.LeaveGame>",3); } /** Whether a player can change teams or not. Used by menus and such. */ simulated function bool CanChangeTeam() { return (GameClass.default.bTeamGame && !bStoryMode && (IsPlayersVsBots == 0) && class<UTDuelGame>(GameClass) == None); } /** hook to allow the GRI to prevent pausing; used when it's performing asynch tasks that must be completed */ simulated function bool PreventPause() { if ( IsProcessingCharacterData() || IsTimerActive('StartProcessingCharacterData') ) { return true; } return Super.PreventPause(); } simulated function bool MidMenuMenu(UTPlayerController UTPC, UTSimpleList List, int Index) { //local UTUIScene S; switch ( List.List[Index].Tag) { case 0: UTPC.ChangeTeam(); return true; break; case 1: /* S = UTUIScene( List.GetScene() ); S.GetSceneClient().CloseScene(S); UTPC.OpenUIScene(class'UTUIFrontEnd_MainMenu'.default.SettingsScene); */ break; case 2: UTPC.ConsoleCommand("Reconnect"); break; case 3: UTPC.QuitToMainMenu(); return true; break; } return false; } /** @return whether the given team is Necris (used by e.g. vehicle factories to control whether they can activate for this team) */ simulated function bool IsNecrisTeam(byte TeamNum); /** * In a single player campaign, this function will be called to insure all of * the players are properly assigned to a given team. It insure that the host * of the game is assigned to Reaper, and then assigns the other players in order. * *@Param PRI The PRI of the player to Assign a character for */ function AssignSinglePlayerCharacters(UTPlayerReplicationInfo PRI) { local int i, CharIndex; local UTPlayerController PC; local UTPlayerReplicationInfo Chars[4], OtherPRI; local CharacterInfo CharInfo; local UTBot B; local CustomCharData UseCharData; // We only do this in story mode if ( !bStoryMode ) { return; } PC = UTPlayerController(PRI.Owner); if (PC != None && !PRI.bOnlySpectator) { if ( PRI.SinglePlayerCharacterIndex >= 0 ) { // We already have an assigned player. Validate it. if (PRI.SinglePlayerCharacterIndex == 0) // Reaper { if ( PC.Player != none && LocalPlayer(PC.Player) != None ) { Chars[0] = PRI; } else { // We are not the local host, or there is already local // Reaper, so reset this player. PRI.SinglePlayerCharacterIndex = -1; } } } // figure out who we already have for (i = 0; i < PRIArray.length; i++) { OtherPRI = UTPlayerReplicationInfo(PRIArray[i]); if (OtherPRI != None && OtherPRI.SinglePlayerCharacterIndex >= 0) { if ( OtherPRI != PRI && OtherPRI.SinglePlayerCharacterIndex != PRI.SinglePlayerCharacterIndex && PRI.SinglePlayerCharacterIndex != 0 ) { PRI.SinglePlayerCharacterIndex = -1; } Chars[OtherPRI.SinglePlayerCharacterIndex] = OtherPRI; } } // At this point, a player is either seeded correctly // or waiting for a seed (Index <0). If needed, seed him now if ( PRI.SinglePlayerCharacterIndex < 0 ) { for (i=0;i<4;i++) { if ( Chars[i] == none ) { PRI.SinglePlayerCharacterIndex = i; Chars[i] = PRI; break; } } } // One final check. If we get here and the player // hasn't been seeded, there are too many players in the game. // If this occurs, set them to spectators for now. The game // will attempt to reseed them next map. if ( PRI.SinglePlayerCharacterIndex < 0 ) { LogInternal("Server has found an additional Player. Setting to Spectator!"); UTGame(WorldInfo.Game).BecomeSpectator(PC); return; } // Set the player's Character CharIndex = class'UTCustomChar_Data'.default.Characters.Find('CharName', SinglePlayerBotNames[PRI.SinglePlayerCharacterIndex]); CharInfo = class'UTCustomChar_Data'.default.Characters[CharIndex]; // If we have no 'based on' char ref, just fill it in with this char. Thing like VoiceClass look at this. UseCharData = CharInfo.CharData; if(UseCharData.BasedOnCharID == "") { UseCharData.BasedOnCharID = CharInfo.CharID; } PRI.SetCharacterData(UseCharData); // kick the bot playing this character, if it's present foreach WorldInfo.AllControllers(class'UTBot', B) { if (B.PlayerReplicationInfo.PlayerName ~= SinglePlayerBotNames[PRI.SinglePlayerCharacterIndex]) { B.Destroy(); } } } } /** * Open the mid-game menu */ simulated function UTUIScene_MidGameMenu ShowMidGameMenu(UTPlayerController InstigatorPC, optional name TabTag,optional bool bEnableInput) { local UIScene Scene; local UTUIScene Template; local class<UTGame> UTGameClass; if (TabTag == '') { if (LastUsedMidgameTab != '') { TabTag = LastUsedMidGameTab; } } if ( CurrentMidGameMenu != none ) { if ( TabTag != '' && TabTag != 'ChatTab' ) { // CurrentMidGameMenu.ActivateTab(TabTag); } return CurrentMidGameMenu; } if ( ScoreboardScene != none ) // Force the scoreboards to close { ShowScores(false, none, none ); } UTGameClass = class<UTGame>(GameClass); if (UTGameClass == none) { return None; } Template = UTGameClass.Default.MidGameMenuTemplate; if ( Template != none ) { Scene = OpenUIScene(InstigatorPC,Template); if ( Scene != none ) { CurrentMidGameMenu = UTUIScene_MidGameMenu(Scene); ToggleViewingMap(true); if (bMatchIsOver) { CurrentMidGameMenu.TabControl.RemoveTabByTag('SettingsTab'); } if ( TabTag != '' ) { CurrentMidGameMenu.ActivateTab(TabTag); } } else { LogInternal("ERROR - Could not open the mid-game menu:"@Template); } } if ( CurrentMidGameMenu != none && bEnableInput) { CurrentMidGameMenu.SetSceneInputMode(INPUTMODE_Free); } return CurrentMidGameMenu; } /** * Clean up */ function simulated MidGameMenuClosed( ) { ToggleViewingMap(false); CurrentMidGameMenu = none; } function ToggleViewingMap(bool bIsViewing) { local UTPlayerController PC; foreach WorldInfo.AllControllers(class'UTPlayerController',PC) { if ( LocalPlayer(PC.Player) != none ) { PC.ServerViewingMap(bIsViewing); } } } /** wrapper for opening UI scenes * @param InstigatorPC - player to open it for * @param Template - the scene to open */ simulated function UIScene OpenUIScene(UTPlayerController InstigatorPC, UIScene Template) { local UIInteraction UIController; local LocalPlayer LP; local UIScene s; LP = LocalPlayer(InstigatorPC.Player); UIController = LP.ViewportClient.UIController; if ( UIController != none ) { UIController.OpenScene(Template,LP,s); } return S; } simulated function ShowScores(bool bShow, UTPlayerController Host, UTUIScene_Scoreboard Template) { local UIScene Scene; // Regardless of what's going on, if the mid game menu is up, don't ever show scores if ( CurrentMidGameMenu != none ) { bShow = false; } if ( bShow ) { if (ScoreboardScene == none ) { Scene = OpenUIScene(Host, Template); ScoreboardScene = UTUIScene_Scoreboard(Scene); ScoreboardScene.Host = Host; SetHudShowScores(true); } } else { if (ScoreboardScene != none && (Host == none || ScoreboardScene.Host == Host) ) { ScoreboardScene.Host = none; ScoreboardScene.CloseScene(ScoreboardScene); ScoreboardScene = none; SetHudShowScores(false); } } } simulated function SetHudShowScores(bool bShow) { local UTPlayerController PC; foreach WorldInfo.AllControllers(class'UTPlayerController',PC) { if ( PC.MyHUD != none ) { PC.MyHud.bShowScores = bShow; } } } function AddGameRule(string Rule) { RulesString $= ((RulesString != "") ? "\n" : "")$Rule; } defaultproperties { VoteRoundTimeRemaining=-1 WeaponBerserk=1.000000 BotDifficulty=-1 SinglePlayerBotNames(0)="Reaper" SinglePlayerBotNames(1)="Othello" SinglePlayerBotNames(2)="Bishop" SinglePlayerBotNames(3)="Jester" MapVoteTimeRemaining=-1 VoteRoundTimeCounter=-1 TickGroup=TG_PreAsyncWork Name="Default__UTGameReplicationInfo" ObjectArchetype=GameReplicationInfo'Engine.Default__GameReplicationInfo' } |
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